Advertising my light novel?

I'm writing a light novel of my own and was wondering if anyone would like to take a peek. It's a sports novel about chess (imagine something like Kuroko's Basketball but with chess instead), with fantasy-action-magic imageries to represent the battles

I also draw illustrations. If anyone is also writing their own story and needs an artist hit me up :)

There is too much telling in your first chapter. It is very off putting. Your second chapter is actually much more engaging and more of a hook. You might considering revising and making it your first chapter (school portion only). Just add the minimum pertinent details from chapter 1 of why she left as reflections by Anasthese. I don't think you need all the details you covered in Chapter 1. You could slowly roll it out in order to make Anasthese a bit of a mystery. This will help keep reader interest.

Sorry about that. I wanted to establish that every one of these characters have their own unique type of chess, referenced from real life practical play. Watching Kuroko's Basketball, I very much enjoyed the promise/teaser at the beginning that "These 5 players from Teiko are all god-like in skill". We get introduced to one and we think, "This power is bullsh*t!! There's NO WAY the remaining guys can beat him!!!" And then another one gets introduced with a skill that's completely different from the previous one, (oh?) and it creates anticipation for what could be the next power to match all that.

This feeling honestly made me want to play basketball. I still don't, (I have no friends) but I want to get someone interested in chess by similarly referencing various things in the chess community.

Rei plays blindfold chess (this sh*t is so hard to do, I don't know how anyone can keep track of 32 pieces in their head), the book he writes is the book Fischer made before he died, Anasthese is Judit Polgar (reference to women's chess), the title of the novel is "Swindle", which is a "hail Mary" all-or-nothing final attack you make when you are already losing. If the opponent flinches and makes a wrong move, you can turn this lose into a draw or maybe even a win, effectively "swindling" the opponent of his well-earned victory.

There are also a lot of other interesting trivia I want to reference: correspondence chess (you play 10 different boards at the same time), gambling chess (i know a friend in highschool who gets really good when money is being wagered), tag team chess (2 people alternate), bughouse chess (2 vs 2, you play white on your board, your teammate plays black, every black piece you take from your opponent becomes your teammate's piece), speed chess (sanek), human chess (32 humans in a checkered front lawn), etc...

Along with this, I would also like to give each character a superpower of sort, to act as a metaphor/ battle representation for their creativity in playing

Sorry about that. I wanted to establish that every one of these characters have their own unique type of chess, referenced from real life practical play. Watching Kuroko's Basketball, I very much enjoyed the promise/teaser at the beginning that "These 5 players from Teiko are all god-like in skill". We get introduced to one and we think, "This power is bullsh*t!! There's NO WAY the remaining guys can beat him!!!" And then another one gets introduced with a skill that's completely different from the previous one, (oh?) and it creates anticipation for what could be the next power to match all that.

I'm also working on my own LN, although I've recently started to turn it into a VN due to finding an artist and a potential musician and a potential vocalist.

I wonder if JNC will ever start publishing 'original series'. Too bad my stuff is too extreme to mention though (no ero content really, just graphic). It took me at least two years to find an artist both willing and able to draw for me. (spent a lot of money on tests).

I kind of stopped reading after a few paragraphs though. It felt more like reading a manual than a story.

Blindfold chess would actually be pretty easy if you are playing against pros. It would actually be harder against a beginner. I personally am horrible at chess though. I like to make pictures and little words when I play instead of winning and I basically refuse to win unless it is how I decided I would win. I also refuse to lose unless it is how I decided to lose though. I'll spend the entire game making the board how I want it to look. That said, I can definitely understand winning if money is on the line. Money > Playtime.

One thing to note is that while it is fairly standard for characters to have superpowers, taking things like Saki as an example (even I do stuff from time to time like moving a piece in a way that it isn't really noticed or taking a long time on a move to disrupt the mental flow of my opponent), it does depend a lot on the series. Hikaru no Go, for example, starts with a character who is a complete beginner, but is getting assistance, and there aren't many characters with superpowers beyond what humans are normally capable of.

On the other hand, you have series like No Game, No Life, where you have games that completely disrupt how human games work -

A simple way to keep track of 32 pieces, btw, is to have a specific value (such as 0,0 or -1,-1) be taken and remember as 32 values. (01, 1, 1) as an example. This differs from the standard (such as (bQ, d, 8), but as there are 32 pieces with an 8x8 grid, it means you only need to remember a 4 digit number per piece (you could use letters as numbers here) - including the piece's number, which is simple enough to remember as long as you use the same number for each piece). In other words, you just remember 64 static numbers that won't change and 64 numbers that will change, so really you are just memorizing and updating a list of 64 (32 pairs) numbers.

You can then convert those numbers into a visual representation (assuming you know what the board is supposed to look like) to see what the board looks like with each number update.

You can also use this method to simulate all the possibilities for each move, multiplying the number of boards each iteration so that you can see what the best moves to reach your desired goal is. You can reduce the number of possibilities by removing any possibilities that go against your opponent's action set. Of course, if your opponent is using the same method, then there isn't much point of playing against each other in the first place since the end result will depend on whoever has better capacity and processing.